| # | Tweet | Community | Topic | Views βΌ | Ratio | Engagement | Posted |
|---|---|---|---|---|---|---|---|
| 1 | [text] To clear up some points Iβm seeing in the community: this is something I want to work on and grow over the long-term.
Iβve been engaging and building this with you guys as much as I can.
The teamβs been making updates to the game. Weβre working to incorporate new features and | Doom | β | 195.2K | 2.2x | 907 | Aug 5 |
| 2 | [video] Me playing Doom. | Doom | β | 96.3K | 1.1x | 927 | Aug 4 |
| 3 | [image] Doom
I started on Doom in August 1993. My first task was to prove I had some chops. I was on probation for a month. My first level was E2M6!
I went on to work on 20 of the 27 levels in Doom. When Doom 2 came along, I did 17 out of its 32 levels.
I had other tasks as well. Iβm | Doom | β | 71.9K | 0.8x | 782 | Aug 3 |
| 4 | [text] Hey guys itβs been an amazing first day and I'm excited for what's to come for $Doom on Day 2.
Gymbmn9wwMKe4NnmVceyyfpncp9arbwPfSdBsyY9pump
Play to earn some SOL in the meantime and prepare for announcements tomorrow!
I look forward to continuing to | Doom | β | 71.4K | 0.8x | 843 | Aug 4 |
| 5 | [text] Psyched up to speak with the $DOOM community later today in spaces!
Set your reminders
Gymbmn9wwMKe4NnmVceyyfpncp9arbwPfSdBsyY9pump | Doom | β | 69.5K | 0.8x | 645 | Aug 4 |
| 6 | [video] Just dropped another $1000 on Doom.
Gymbmn9wwMKe4NnmVceyyfpncp9arbwPfSdBsyY9pump | Doom | β | 63.4K | 0.7x | 813 | Aug 4 |
| 7 | [image] In 2009 Ensemble Studios was shut down. We were profitable. We were mid-project. In fact, we'd never sold less than 3 million copies of any game!
This decision was made by Don Mattrick, then head of MicroSoft Games. I was told that apparently his deal with MicroSoft was that if | Doom | β | 54.9K | 0.6x | 1.5K | Sep 18 |
| 8 | [image] Hey $Doom community, the payouts have been good, but I've been thinking. They're too few in number, so I am considering democratizing them. This would mean we would INCREASE the number of winners. However, it would also mean the individual payouts would be less in size (until our | Doom | β | 47.0K | 0.5x | 475 | Aug 6 |
| 9 | [image] I was playing around with AI (noticing that our Doom coin was up from last night) and did this.
It's basically an unholy hybrid of Age of Empires 2 and Doom - the two biggest computer games I worked on. Imagine how awesome that game could have been. | Doom | β | 44.5K | 0.5x | 1.0K | Aug 4 |
| 10 | [text] Doomorning to you all! And to an exciting day 1!
I'm told we had 373 rounds played, 895 payouts, and many thousands of players.
We have patched the game to ensure no one can rig it and we've expanded payouts from 3 winners to 10.
No wallet connect. Play now and earn SOL for | Doom | β | 44.4K | 0.5x | 937 | Aug 4 |
| 11 | [text] Doomorning!
I am still here with you to building this community and $Doom! You have to understand I am pushing 71 and not used to the frantic and exciting pace of these communities. I am doing my best so grant me some grace.
In other news, our token community is growing | Doom | β | 42.5K | 0.5x | 730 | Aug 5 |
| 12 | [video] Your First Sandy Experience
I am genuinely curious. And I bet the answer says a lot about how old you guys are.
Which creation of mine did you touch first?
Call of Cthulhu?
Doom?
Quake?
Age of Empires (any)
Halo Wars?
Cthulhu Wars? Or another board game.
I've been making | Doom | β | 39.7K | 0.4x | 2.0K | Sep 21 |
| 13 | [image] The ammunition in Doom was a perpetual source of discussion, and a major difference of opinion between John Romero and myself.
You see, I wanted to sometimes force players to use a particular weapon. I wanted to use the ammo boxes as a pacing tool. I wasn't thinking, "Will the | Doom | β | 27.3K | 0.3x | 1.0K | Sep 5 |
| 14 | [image] Thanks to all of you for supporting! It's been an astounding ride so far, and I'm happy to be here with you all. Playing Doom, chatting about games, and watching the token's progress.
Let's keep this community powerful!
Gymbmn9wwMKe4NnmVceyyfpncp9arbwPfSdBsyY9pump | Doom | β | 25.7K | 0.3x | 693 | Aug 4 |
| 15 | [image] At the Game Developer's Conference, a guy once explained to me how Doom's difficulty settings worked. He was completely utterly wrong.
He thought the settings increased the monster's health and weapon damage. In his defence, I was working for Ensemble Studios by then, and I | Doom | β | 25.6K | 0.3x | 752 | Sep 4 |
| 16 | [video] I added an official rule for Doom, Doom 2, and Quake. This was agreed to by the other level makers. It was that when you first start a level, you are NOT under attack.
My idea was that when you ended a level, you could then go get a soda, hit the bathroom, whatever and then | Doom | β | 21.9K | 0.2x | 766 | Sep 2 |
| 17 | [image] Together weβve created one of the fastest growing communities on and Solana.
Our doom army is growing stronger and weβre not gonna stop building.
Excited for another day with you all. Look for more announcements tomorrow! π₯³
$Doom | Doom | β | 21.5K | 0.2x | 476 | Aug 5 |
| 18 | [image] Hey all. I think most of you guys on this community already know who I am, but I thought I'd give you a brief resume, because you might not know EVERYTHING that I am or have done.
1981: I designed the Call of Cthulhu tabletop roleplaying game. It's still around. It was the | Doom | β | 21.1K | 0.2x | 558 | Aug 28 |
| 19 | [image] Hey friends, I know it has been a long dry spell without my posting at all. This is going to change soon. There has been a powerful reason for my not-posting, which I cannot as yet share. I know you guys hate "not knowing". I hate it too. But ALL WILL BE REVEALED to the uttermost | Doom | β | 18.5K | 0.2x | 423 | Aug 26 |
| 20 | [image] We didn't actually design one of Doom's best features.
Now, when Doom was created, we expected that "co-op" might be a common play mode (and WOW were we wrong), so John Carmack put in a feature that if a demon is shot, it will target the person who shot it. The purpose of this | Doom | β | 18.1K | 0.2x | 661 | Sep 3 |
| 21 | [image] Does Doom really run on everything?
Well, they've gotten it running on a printer, a John Deere tractor, an ATM, and inside another copy of Doom.
The pregnancy test was a cheat - put that on the record. The guy gutted the test, fitted a new screen AND a new tiny computer and | Doom | β | 16.5K | 0.2x | 586 | Sep 12 |
| 22 | [image] Hey I have been having some REALLY eye-opening discussions with you guys about $DOOM and how Crypto works and how we can boost this, and I have taken your suggestions to heart.
Iβve gone to the team who helped me set this up and they have agreed to these initiatives from me. | Doom | β | 16.4K | 0.2x | 316 | Aug 10 |
| 23 | [image] One of the things I did a LOT in Doom and Quake was to show players something they couldn't get yet. Actually John Romero did this first, but it was a great idea.
Put the plasma rifle and a couple of packs on the other side of a peephole. Or put it on a ledge across a pool of | Doom | β | 16.2K | 0.2x | 593 | Sep 3 |
| 24 | [image] Doom levels of course make no sense from the viewpoint of a real building.
No architect would construct a space base with a pentagram room, a moat full of radioactive waste, and a switch that opens a door on the far side of the compound. That would be a nightmare.
Any | Doom | β | 15.8K | 0.2x | 682 | Sep 4 |
| 25 | [image] I would like to display a little humility and admit that while I am ONE of the creators of Doom, I am not the only one. Before I even arrived on the team, Johns Carmack & Romero, Adrian Carmack, Tom Hall, and more built the framework which I then was able to use alongside them to | Doom | β | 15.6K | 0.2x | 423 | Aug 7 |
| 26 | [image] I'm sure most of you know that Half-Life ran on a heavily modified Quake engine. In other words, the most influential shooter of the late 90s stands on code we wrote while id Software was falling to pieces.
I remember some of id Software's people (I won't name names, but not me) | Doom | β | 15.0K | 0.2x | 405 | Sep 15 |
| 27 | [image] The best monster in Doom 2 is the chaingunner.
He is weak. Two shotgun blasts and poof. But he's the most dangerous thing I can put on a ledge. Unlike every demon, he hurts you AT ANY DISTANCE. You can't sidestep it. He just sucks down your health.
If he's far enough away, | Doom | β | 13.7K | 0.1x | 463 | Sep 6 |
| 28 | [image] When I started at id Software, John Romero told me about his new rule for secrets.
The backstory here is that in Wolfenstein 3d, you had to basically run around the whole level, bumping into walls, until a wall opened up into a secret. Romero said in retrospect he hated that. | Doom | β | 13.2K | 0.1x | 479 | Sep 8 |
| 29 | [image] Doom E2M2 (Containment Area) was the first great βWarehouseβ map. I inherited it from Tom Hall, and was required to bring it up to the then-current standard. Tom Hall didnβt do a bad job β he was constrained by the fact that when he worked on the level, there were far fewer | Doom | β | 12.1K | 0.1x | 318 | Aug 29 |
| 30 | [image] Doom's sound engine is two lies that agree together. One lie is for the player - eight channels. The other lie is for the monsters. Designing a good level is easier if you understand the gap between these.
First, let's discuss what the PLAYER hears. There are eight digital | Doom | β | 11.1K | 0.1x | 472 | Sep 2 |
| 31 | [image] Hey all. This is the new community we've built for $Doom.
My self-enforced silence is over (see my other recent tweet for why it happened) and I will be posting here regularly. If you're still in the old community, or know someone who is, COME ON OVER. | Doom | β | 11.0K | 0.1x | 205 | Aug 27 |
| 32 | [image] Both Doom guy and the Evil Dead agree ... | Doom | β | 10.9K | 0.1x | 248 | Aug 7 |
| 33 | [image] I wasn't at id Software when the towers went down. I was at Ensemble Studios. Our big all-teams room was like a movie theater, with padded seats & a big drop-down screen at one end. Even a projection room where we could hook up DVD players or computers. We'd watch movies there | Doom | β | 10.6K | 0.1x | 318 | Sep 11 |
| 34 | [image] My history in gaming goes far back. Doom was huge but not my first rodeo.
My first publication was for tabletop games, in 1980. I followed up with the first horror roleplaying game, Call of Cthulhu.
In 1988 I went to work for MicroProse software, where I headed or helped on a | Doom | β | 10.4K | 0.1x | 323 | Aug 5 |
| 35 | [image] The lava, poison, and acid floors in Doom are not obstacles, but timers.
When you step into what most people call "nukage" the clock starts. You can cross this expanse, but it hurts. The idea here is that whenever you see this stuff you have three decisions to make:
1) do I | Doom | β | 9.9K | 0.1x | 383 | Sep 8 |
| 36 | [image] I want y'all to know that I, Sandy Petersen, am involved in this process. Which I was NOT in the initial offering. We will continue to fix things! | Doom | β | 9.7K | 0.1x | 183 | Aug 28 |
| 37 | [image] When you praise Doom, often a certain type of person shows up and argues it's only "nostalgia" and how can Doom still be good if it's old.
The problem with that theory is that people who weren't even alive in 1993 keep finding it and liking it. You can't be nostalgic for | Doom | β | 9.5K | 0.1x | 444 | Sep 22 |
| 38 | [image] There are NO EMPTY ROOMS IN Doom. Or any horror game, for that matter.
There are only rooms which the player is suspicious of. This gives me free real estate and I used it plenty.
The "empty" rooms were used to give you guys a short breather. Or to let you run around picking | Doom | β | 8.8K | 0.1x | 285 | Sep 15 |
| 39 | [image] Id Software had some amazing virtues. Everyone in it had an incredible work ethic. We were all self-starters, and invested in the company's success. We were all really smart, and I daresay exceedingly talented.
But we were really bad at internal communication. Normally what | Doom | β | 8.4K | 0.1x | 281 | Sep 21 |
| 40 | [text] What a journey this has been! Super exciting for me to be exposed to this for the first time.
It's amazing to see you excited about the game! I'm looking into whether we can make multiplayer possible. As well as wager features (which youβve asked for) so people can bet tokens | Doom | β | 8.4K | 0.1x | 223 | Aug 5 |
| 41 | [image] Hey guys, I have of course been taking in fees, but I have also put a lot of the fees back into the game.
Because the game is still in its early stages, I am now voluntarily and sizably reducing my share of the fees further so that more money can go directly towards game | Doom | β | 8.4K | 0.1x | 236 | Sep 1 |
| 42 | [image] For those concerned about gaming bots stealing your rewards, I want to emphasize again that we do updates every day. You may have seen the support account mention that we are migrating the server. It's all part and parcel of keeping your payouts safe.
Now for a fun fact: the | Doom | β | 7.9K | 0.1x | 232 | Aug 11 |
| 43 | [image] The lift is not transportation - it is an underrated ambush tool.
The moment you step onto a lift and it starts moving, you have given up your freedom for 3 seconds. You can't dodge sideways. You can't back out (well, you can, but you fall back down). You can't see over the | Doom | β | 7.5K | 0.1x | 238 | Sep 10 |
| 44 | [image] Okay I know itβs seems tough right now but this is far from over. We are in discussions with community members and if you stick around you will see some exceedingly interesting and perhaps surprising things coming up. | Doom | β | 7.5K | 0.1x | 125 | Aug 14 |
| 45 | [image] Letβs lay out where this is headed. We're bringing more CT people onboard to grow this correctly. Payouts from the game are going to keep growing as we build this. We are creating new modes and new maps, and we're not stopping there, the game itself is going to keep inproving. On | Doom | β | 7.4K | 0.1x | 165 | Aug 12 |
| 46 | [image] I am still committed, and even my non-posting over the last week was BECAUSE I was committed.
I needed to be fully merged with the new team. We talked about whether we should do a new coin, and I said "Absolutely not. I don't want to abandon the people who believed in me. We're | Doom | β | 6.9K | 0.1x | 192 | Aug 27 |
| 47 | [image] A great update! Payouts are BACK UP AND RUNNING right now. Thanks to everyone who stuck with this through the downtime, that patience is exactly what this community is built on.
The server move was worth it. Everything is running smoother and safer for us who are actually here | Doom | β | 6.8K | 0.1x | 169 | Aug 11 |
| 48 | [image] Someone is having connection problems but we did get to talk for a half hour on Space, and got a LOT of useful advice and information from you guys. I appreciate the support (lots of πand π―emojis rising up from the crowd) and we'll be looking into the things that were | Doom | β | 6.6K | 0.1x | 167 | Aug 8 |
| 49 | [image] Hey guys, I've talked a lot about what id Software (and me! got right at id Software. Here is the other list. Things I got wrong. No excuses.
MAZES
I made too many mazes. In 1993, a maze could feel like good gameplay, because it took players a long time to navigate. So the | Doom | β | 6.4K | 0.1x | 185 | Sep 18 |
| 50 | [image] Game Designer thoughts.
The player is not your enemy. He is not your opponent. He is your guest.
You are 100% permitted to frighten a guest.
You may NOT waste his time. | Doom | β | 5.7K | 0.1x | 281 | Sep 13 |